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FAQ/Walkthrough by Karpah

Version: 1.0 | Updated: 10/01/03

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          THE ULTIMATE GUIDE TO CLOCKWERX
          By Rebecca Skinner aka Karpah (traybaby@gmail.com)
          Version 1.0, 1st October 2003
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1.0     The Introduction
        1.1     The Game
        1.2     The Author

2.0     The Game Basics
        2.1     The Help File
        2.2     The Added Notes

3.0     The Review

4.0     The Levels
        4.1     Tutorial
        4.2     Pirouette
        4.3     Carousel
        4.4     Spinner
        4.5     Wheel
        4.6     Swirl
        4.7     Typhoon
        4.8     Cyclone
        4.9     Vortex
        4.10    Maelstrom

5.0     The Closing


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          1.0     THE INTRODUCTION
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'Ello there. Welcome one, welcome all, to the ultimate ClockWerx guide.


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          1.1     THE GAME
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I've seen this exact game listed under a few different names, lately. It seems 
to go by both ClockWerx and Ultimate Spin Doctor, for both Mac and Windows. I 
even wrote a review for it, under the name of Ultimate Spin Doctor. But the 
name of ClockWerx seems to be the correct one, so I'll go with that.

ClockWerx is one of the most unique and addictive puzzle games ever created. 
You are a clock hand, travelling in each level from your starting point to the 
end dot. It was originally released in 1995 as Ultimate Spin Doctor (for Mac) 
by Callisto Productions, and re-released in 1996 as ClockWerx. I have both 
games on my PC (much <3 for emulators), and apart from the name and title 
screen, I can't notice a difference.

If you're interested in downloading the game, you can do so here:

http://www.the-underdogs.org/game.php?name=ClockWerx


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          1.2     THE AUTHOR
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About me, eh? You really wanna know? As the header would indicate, my name is 
Rebecca Skinner. I'm an 18 year old Piscean from Melbourne, Australia, and my 
hobbies include listening to music, playing my PS2, and going out with 
friends... oh wait, this isn't supposed to be a personals ad ;)

I love getting e-mail from people who want to discuss the game, my guide, my 
other guides, or just to chat in general. I know my level descriptions arent 
the best, so if there's one level you're stuck on, or one rod on one level 
that's giving you this shits, gimme a holler and I'll try to help. (I have 
gotten every bonus in the game on Child mode, so I can prolly help :P) My 
e-mail address isssssssss...

--- traybaby@gmail.com ---

Or you can IM me on AIM: spiritfall freak. I'm generally a shy person, but if 
you poke me a bit, I'll talk to you :P I do get a bit busy sometimes, playing 
canasta, talking with my man, and the like, so just remember that patience is 
a virtue!

This guide is (c) to meeeee, Rebecca Skinner AKA Karpah, 2003. You can read 
it, download it, print it off, e-mail it around unaltered, whatever. But you 
wanna post it on your own site? That's a no-no, sorry.

This guide can ONLY be found on the following sites:

--- http://www.gamefaqs.com
--- http://www.neoseeker.com
--- http://www.ign.com
--- http://www.honestgamers.com

Any other sites you find it on, lemme know so I can send some nasty e-mails to 
webhosts. I like doing that.

--------- Go download The Room, by The Living End, as you read this. ---------


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          2.0     THE GAME BASICS
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I'm gonna do this a little differently than I normally do things. The game has 
an unreal help file with it, that does a great job of explaining how to play 
the game. I'll transcribe it here, then make another section after that 
explaining the bits I don't think it got quite right, and add my own bits and 
bobs too.


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          2.1     THE HELP FILE
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Here it is, in all it's glory. Enjoy!

--------- Object of the game -------------------------------------------------

The overall object of Ultimate Spin Doctor is to achieve a high score by 
completing game levels as quickly and with as many points as possible.

As you play Ultimate Spin Doctor, the object is to maneuvre your clock hand 
across a field of dots to the sparking "goal" dot while avoiding dangerous 
obstacles such as coloured clock hands, moving spikes, bullets, oil globs, and 
closing doors. You can also gather "bonus" dots to increase your score. Even 
the hardest looking levels can be simple if you find the right path.

--------- Scoring ------------------------------------------------------------

Level Completion

After completing a level, you recieve a completion bonus that varies with your 
difficulty setting.

Bonus Dots

You recieve 1,000 points for the first bonus dot you gather in a level, 2,000 
for the second, etc. up to a maximum of 5,000 points for the fifth bonus dot 
and each additional bonus dot.

Speed Bonus

You recieve a speed bonus by completing a level in less than the allotted 
time. The quicker you are, the more points you recieve.

--------- Objects Which Affect Your Score ------------------------------------

To complete a level and receive a completion bonus, you must "grab" the goal 
dot, shwon in the bottom-right above. (Small dot with blue and white dancing 
triangles around it.)

Bonus dots are translucent and may be either clear or coloured. Gather a bonus 
dot by swipping or flipping onto it. The colour of a bonus dot does not affect 
its value.

The hourglass gives you ten seconds of bonus time and 1,000 points when you 
swing over it. The more time you have at the completion of a level, the higher 
your speed bonus will be.

--------- Starting a New Game ------------------------------------------------

- Type your name into the area for Player 1. If you are playing a Two Player 
game, click the Two Player button, and type the second player's name into the 
area for Player 2. Choose keyboard or mouse control for each player. We 
recommend keyboard control.

- Select a time limit and difficulty setting.

- Adjust the music and game sounds as desired, using the buttons and Options 
menu.

- Select a numbered level from the level menu by clicking on it. Note that you 
must play the levels in order (but you can skip three levels in the game.)

- Click "Play".

- That's it!

--------- Moving Your Clock Hand ---------------------------------------------

You can move your clock hand from dot to dot by "grabbing" any adjacent dot as 
the moving end of your clock hand passes the dot. There are two different 
methods of grabbing a dot. In the first, called a "swing", your clock hand 
rotates in the opposite direction around the second dot as it did the first. 
In the second, called a "flip", your clock hand rotates in the same direction 
around the second dot as it did the first.

Instead of "grabbing" an adjacent dot, you can "bounce" your clock hand off 
the dot to reverse our clock hand's direction. You can also change your clock 
hand's direction at any time by doing a "reverse".

--------- Swinging Example ---------------------------------------------------

  /                                                                    \
 o  o  o  =>  o--o  o  =>  o  o  o  =>  o  o  o  =>  o  o--o  =>  o  o  o
                             /              \

(note: there's actually a graphic here showing it, but you'll just have to do 
with my mad ASCII skillz.)

The red clock hand is swinging from dot to dot.

Note the direction of rotation switches as each dot is "grabbed".

To swing from dot to dot, hold down the X or . key.

--------- Flipping Example ---------------------------------------------------

  /                          \              /                          \
 o  o  o  =>  o--o  o  =>  o  o  o  =>  o  o  o  =>  o  o--o  =>  o  o  o

(note: there's actually a graphic here showing it, but you'll just have to do 
with my mad ASCII skillz.)

The blue clock hand is flipping from dot to dot.

Note that the direction of rotation remains the same as each dot is "grabbed".

To flip from dot to dot, simultaneously hold down the X and Z or (. and /) 
keys, since flipping consists of swinging and bouncing at the same time. In 
addition, you may flip using the Shift key.

--------- Bouncing Example ---------------------------------------------------

 /                   /
o  o  =>  o--o  =>  o  o

(note: there's actually a graphic here showing it, but you'll just have to do 
with my mad ASCII skillz.)

The green clock hand is bouncing back and forth.

To bounce off a dot, hold the Z or / key.

--------- Key Controls (Part I) ----------------------------------------------

Command  |  Player 1   |  Player 2
------------------------------------------------
Swing    |  X or .     |  2 or 6 on keypad
Bounce   |  Z or /     |  3 or 5 on keypad
Flip     |  Shift      |  1, 4 or + on keypad
Reverse  |  Space bar  |  enter or 0 on keypad

Hint #1: To effectively swing, flip, or bounce, press the appropriate key(s) 
well before your clock hand passes an adjacent dot, and keep the key(s) 
depressed until just after the swing, flip or bounce is successful. With the 
exception of reverse, pressing keys and then releasing them when your clock 
hand is not passing a neighbouring dot has no effect.

--------- Key Controls (Part II) ---------------------------------------------

Hint #2: You do not have to release the swing, flip or bounce keys for them to 
take effect multiple times. For instance, if you want to swing indefinitely, 
simply hold down the swing key and don't release it.

--------- Playing With Mouse Control -----------------------------------------

Choose mouse control in the game options screen. Your clock hand must be 
within 1/4 revolution of the dot you wish to grab next when you click.

Command  |  Mouse Control
--------------------------------------------------
Reverse  |  Click on or near the dot you occupy. This is the 'reverse' region.
Swing    |  Click once anywhere outside the 'reverse' region.
Flip     |  Double-click anywhere outside the 'reverse' region.

On medium and hard difficulty settings, we recommend using keyboard control.

--------- Status Area --------------------------------------------------------

At the top of the ClockWerx display is the status area, which provides 
important information about the game, including the level number and name, the 
time remaining in the level, and your score for this level. Note than in a 
two-player game, the scores shown are the cumulative scores for all levels 
played.

--------- Enemy Clock Hands (Part I) -----------------------------------------

Enemy clock hands are coloured blue, green or red. If an enemy clock hand 
crosses your clock hand at any time during the level, you must restart the 
level. If you're careful, you can grab and ride the same dot that an enemy 
clock hand is on, but don't follow too closely!

Each enemy clock hand follows a defined path of swinging, flipping and 
bouncing. For instance, one clock hand may simply spin on one dot. Another may 
swing from one dot to another. When you first enter a level, watch and learn 
the enemy paths so that you can plan your avoidance strategy. Note that most 
objects in the game that are dangerous to you are harmless to enemy clock 
hands.

--------- Enemy Clock Hands (Part II) ----------------------------------------

The colour of a dot corresponds to the colour of the clock hands that grab 
that dot during the level. For instance, the dot around which a red clock hand 
spins is coloured red. Two dots that a blue clock hand swings or flips between 
are both coloured blue. If clock hands of more than one colour grab a given 
dot during a level, that dot appears multicoloured.

--------- Spikes -------------------------------------------------------------

A spike is a small red obstacle that can be found anywhere in a level. A spike 
may be stationary or moving. Moving spikes orbit a dot, exactly as clock hands 
do. They orbit at a point corresponding to the center of a clock hand, and 
move at a constant speed. If you clock hand hits a spike, you must start the 
level over.

--------- Walls, Doors and Switches ------------------------------------------

Walls are stationary obstacles that your clock hand bounces off.

Doors act the same way as walls do, except that doors can open and close. A 
door is controlled by one or more switches. Each switch, in turn, may control 
one or more doors. The colour of these switches matches the colourof the door 
"trim" (the bars on either side of the door).

A switch is activated whenever any clock hand passes over it. Activating a 
switch starts closing the door (if it's open), opening the door (if it's 
closed), or changes the door's direction (if it's in the process of opening or 
closing).

--------- Guns, Triggers and Bullets -----------------------------------------

Triggers work just like door switches. They come in three colours. Scattered 
around the screen are some number of matching-coloured guns. The guns are 
stationary, and each has a number of fixed barrels. Whenever any clock hand 
passes over a trigger, all guns of the same colour shoot a bullet. The bullets 
always travel at the same speed. Bullets stop at walls, but pass through enemy 
clock hands.

--------- Wallbusters --------------------------------------------------------

Wallbusters are objects that "float" until your clock hand comes by and 
"whacks" them in a particular direction. If the Wallbuster hits a wall, the 
wall disintegrates in a cloud of dust. They are needed to strategically 
eliminate walls. Wallbusters bounce off doors.

--------- Oil Globs and Droplets ---------------------------------------------

An oil glob sits motionless near a dot. If your clock hand passes over the 
glob, the glob starts creeping slowly towards the dot. Finally the glob flows 
slowly up the dot and coalesces into a droplet.

The droplet sits on a dot for a short while and the nstarts chasing your clock 
hand by dripping between dots. If the droplet lands on the dot around which 
your clock hand is spinning, you must start the level over. If you gab a dot 
that a droplet is sitting on, you also must start the level over. There is no 
harm in simply passing your clock hand over an oil glob. Note that the 
droplets will clone themselves at random sides, with the two droplets moving 
in orthogonal directions.

--------- Lighters, Fuses and Bombs ------------------------------------------

When your clock hand passes over a lighter, it ignites a spark which flares 
red and then turns white as it starts to burn down the fuse. If your clock 
hand hits the spark after it turns white, you must start the level over. 
Eventually, the spark detonates a bomb.

The exploding bomb inflicts damage in several ways: it kills nearby clock 
hands (including perhaps your own!); it destroys other nearby objects such as 
spikes, oil droplets, walls and switches; and it removes the bonus from nearby 
dots.

--------- Special Dots (Part I) ----------------------------------------------

- A moving dot spends 1/4 of your clock hand revolution moving up or down or 
left or right. 

- Extended dots are 'long' dots that are essentially connections between two 
dots. When a clock hand grabs an extended dot, it slides along it. While your 
clock hand is sliding along an extended dot, it can grab any dot it passes by, 
 including a parallel extended dot.

- A ring dot disappears as soon as your clock hand releases it and grabs 
another dot. If an enemy clock hand is on a ring dot that has disappeared, the 
enemy clock hand flickers and disappears.

--------- Special Dots (Part II) ---------------------------------------------

- While your clock hand is on a slowdown dot (which has a triangle on it), all 
enemy clock hands move at one-half of their normal speeds.

- If you grab a waystation dot (which has a cross on it) partway through a 
level, and if you later lose a life and restart the level, your clock hand 
appears on the waystation dot (not at the level's original starting dot.) When 
you restart the level, you'll start with as much time left as you had when you 
first grabbed the waystation dot.

- A death dot (which has a square on it) is perfectly safe to grab. However, 
you cannot switch directly from one death dot to another.

--------- Special Dots (Part III) --------------------------------------------

- Hyperdots (white dots with red circles) come in identical pairs. If any 
clock hand grabs a hyperdot, the clock hand is instantly transported to the 
matching hyperdot, with no change in the clock hand's angle of rotation. Some 
pairs look very similar to other pairs, so examine them closely!

- Shield dots (surrounded by tiny green triangles) make your clock hand 
invulnerable to enemy clock hands (but nothing else), as long as you stay on 
the shield dot.

- Up/down dots have matching colour switches (all marked with coloured 
squares). When a clock hand passes over a switch, the up/down dot set will 
either drop down or be raised up to a normal position. Clock hands cannot 
occupy up/down dots that are down.

--------- Skip Level ---------------------------------------------------------

The levels in ClockWerx must be played in order, starting at the lowest level. 
However, if you are unable to complete a level, you may elect to use one of 
your three "skips" to temporarily bypass the level, and move on to the next 
level. If you use up your three skips, you must complete any one of the three 
levels you skipped to free up a skip for a subsequent level.

--------- The Game Menu Bar --------------------------------------------------

The game menu bar appears when you click the right mouse button.

Under the File menu, you can start a new game (score is reset in two player 
game), restart a level (score is not reset in a two player game), end or 
abort, pause, or quit. Command key equivalents are shown in the menu.

The Options menu allows you to control how the game music is played, and to 
control the volume of the game music and game sound. The Swing Indicator 
provides a visual indication of which way you will swing if you grab a dot.

--------- Levels File --------------------------------------------------------

This option under the File menu is designed to provide future expansion of 
your ClockWerx game.

--------- Two Player ---------------------------------------------------------

The players compete to complete the level and maximize their individual 
cumulative game scores. Each player has a cumulative game score (as opposed to 
a single level score). Once one player had grabbed the goal dot, the level 
ends when the other player either dies, grabs the goal dot, or the level timer 
runs out. If both players reach the goal dot, the first player to grab the 
goal dot receives more bonus points than the second player. Upon the death of 
one player, a level continues until the second player completes the level or 
dies. The game ends when the game time (which is set in the Options menu) 
expires, and the players decide not to add extra time.

--------- Playing Hints (Part I) ---------------------------------------------

- Since bonus dots are quite valuable in attaining a high score, it can often 
be worth your loss in speed bonus to spend some time gathering extra bonus 
dots before completing a level. However, most bonus dots are guarded by 
enemies, so pick and choose carefully.

- How much damage an exploding bomb causes depends on exactly when its 
detonated. You can control this by passing your clock hand over the lighter at 
the correct time.

- Watch the oil droplets carefully to learn how they chase you. You may be 
able to avoid them once you have learned their secret.

--------- Playing Hints (Part II) --------------------------------------------

- Remember that you can study a level before trying to get through it, since 
the level timer doesn't begin until you push down a key. Try to study what the 
enemy clock hands are doing before plunging into a difficult level.

- You can hover between a wall and a dot by holding the bounce key and 
repeatedly bouncing off the wall and then the dot, as the green clock hand is 
doing.

- The essence of mastering ClockWerx is understanding the difference between 
swinging and flipping. Notice that when you flip, your clock hand always 
maintains the same direction of rotation.


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          2.2     THE ADDED NOTES
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That help file did a better job of explaining things than I could have ever 
hoped to do. But there's a couple of added notes I would like to make.

- Hovering is a basic skill you'll need to know. To hover in a position, just 
get into it then mash reverse frequently to keep bouncing backwards and 
forwards as close to one position as possible. This will come in handy when 
you're waiting for a rod to pass so you can slip past it, etc.

- I don't like waystation dots. While they sound useful in theory, sort of 
saving your progress through the level, they're actually a hindrance on any 
mode other than child. When you're timed throughout the level, and you grab a 
waystation dot, you'll restart the level (should you die) at the waystation 
dot, with less than the maximum time remaining. Butttttt, when you restart at 
the waystation, your score reverts to zero, meaning any bonuses you may have 
grabbed up to that point no longer count. So if you want maximum score, you'll 
have to go back and get all the bonuses again, losing more time as you do so.

- If there are rods rotating around ring dots, it's really easy to "kill" 
them, or get them off your screen. Simply grab the coloured ring dot and leave 
it, to make it disappear, and if the rod goes to switch onto it while it 
doesn't exist, they will flicker and disappear. Sweet!

- This game is tricky. I'll admit that. Unless you've got a really strategic 
mind, there's not a lot of hope of you completing it. Even as I write this, 
I've only made it up to level 58 of 100. But it's fun for everyone to play, no 
matter how far you make it through the game.

- A lot of this game is intuition. I can't guide you through it so that you 
reach the goal dot, with all of the bonuses, every time. You'll die, a lot, 
and in the tricker levels I will do such things like recommend a path to 
travel to get them all, but it won't work all of the time, you need to get 
adept at figuring things out yourself.

   
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          3.0     THE REVIEW
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Read the greatest ClockWerx review of them all.

http://www.gamefaqs.com/computer/doswin/review/R61462.html


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          4.0     THE LEVELS
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Here we go. The most important part of this guide. The levels.

Let's see, what have I got listed here for each level...
-> Name and number of level
-> Time given
-> Number of bonus dots, therefore maximum bonus score
-> Number of enemy rods
-> Description/strategies for the level (if I think they're necessary)
-> Maps of each level (links to screenshots only)

I was going to do all the maps ASCII-style, and even did a few, before I 
realized they wouldn't work in the higher stages. How would I mark in things 
like oil blobs, doors, multi-coloured dots, moving spikes, etc? So I decided 
to screenshot them all, and I will link to all of those screenshots here.

Enjoy.

--- At the moment, this section is complete for Child mode only. Things are 
radically different on other modes - more enemy rods appear with new 
territory, more obstacles appear, more bonuses appear. For now, this is for 
Child mode ONLY.

--- All screenshots can be found in one tiny package here: 
http://www.geocities.com/karpie_gal/clockwerx.zip


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          4.1     TUTORIAL
______________________________________________________________________________


Note: Level 1, Tutorial, is not necessary to complete. You can skip straight 
through to Level 2, Pirouette, should you so wish.

--------- Stage 1: Movement --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    This is the first level, designed to teach you the basics of 
                moving the clock hand. There's a clear line to the goal dot, 
                including one bonus on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/01Movement.png

--------- Stage 2: Spikes ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    1x Green, 1x Blue
Description:    There's a lot of spikes around in this level, as the name 
                would suggest. Mainly out in the middle of nowhere, where they 
                can't hurt you. The only tricky thing about this level is if 
                you want to collect all the bonuses. Each ring of four bonus 
                dots has a spike in the middle, so flip around the outside of 
                each before going for the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/02Spikes.png

--------- Stage 3: Walls -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    1x Green
Description:    This level gets you used to the idea of walls as obstacles. 
                Walls can't hurt you, so it's all okay. The green clock hand 
                can't hurt you either, so the only thing you have to worry 
                about is the spike relatively close to two of the bonus dots. 
                There's a clear line to the goal dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/03Walls.png

--------- Stage 4: Doors -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9, but only 8 accessible (max bonus: 30,000)
Enemy Hands:    1x Green
Description:    This level gets you used to the idea of doors. You need to 
                pass the red switch to open the red door, then the blue one to 
                open the blue door. The green will open and close the green 
                door, but be warned, if you run into a door while it's opening 
                orclosing, you will die.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/04Doors.png

--------- Stage 5: Oil -------------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    none
Description:    The only difficult thing in this level is trying to get the 
                bonus between the oil blob and the spike, without touching the 
                oil. It's not that difficult, just flip around and reverse a 
                bit and you're there. Collect all the other bonuses, then head 
                for the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/05Oil.png

--------- Stage 6: Combo -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    1x Red
Description:    To get to two of the bonus dots, you'll have to awaken the oil 
                glob. So if you want them, grab the other three first, then go 
                for them. Quickly make your way back around to the goal dot 
                before the oil droplets catch you.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/06Combo.png

--------- Stage 7: More Spikes -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    1x Green, 1x Blue
Description:    The game gives you directions of how to do it, here. Pass the 
                first two spikes, then the two bonus dots, then grab the green 
                dot when the rod's on the other side. Pass through to the end, 
                flipping around the ring of six goal dots before getting the 
                goal. This level would be a lot harder if it didn't tell you 
                how to do it.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/07More_Spikes.png

--------- Stage 8: More Doors ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    none
Description:    The key to this is passing switches so that all three doors 
                are open, for you to get to the goal. To get to the bonuses 
                either side, pass one set first, making sure all the doors are 
                open when you're done, then avoid all switches on the other 
                side when you get the other bonuses. Then head down into the 
                box to get to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/08More_Doors.png

--------- Stage 9: Some Dots -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    1x Red, 1x Green
Description:    This level introduces ring dots, shield dots, and also 
                waystation dots. Read my added explanation section for my 
                opinion on waystation dots. Ring dots aren't that special, you 
                just can't go from one, to another, then back to the first. A 
                shield dot here doesn't prove anything special, either. If you 
                want all the bonuses, you'll be doing a bit of ducking and 
                weaving around enemy hands, but it's something you have to get 
                used to.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/09Some_Dots.png

--------- Stage 10: Bombs ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none, 2 hourglasses (max bonus: 2,000 points)
Enemy Hands:    1x Red, 1x Green
Description:    This is the last tutorial level, and introduces lighters, 
                fuses, bombs, and also hourglasses. You can't get through this 
                level without detonating the bomb, so you must swing over the 
                lighter, then avoid the fuse as it burns down. Grab the two 
                hourglasses for a 10 second time bonus and 1,000 points each.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/10Bombs.png


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          4.2     PIROUETTE
______________________________________________________________________________


Things get a bit trickier in Level 2, Pirouette. You can't just skip over 
stages from here on out, unless you want to use your three allotted skips.

--------- Stage 11: Curves ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    3x Red
Description:    The dots in this level form a two-dot wide snake pattern, with 
                red enemy clock hands (with bonuses) at the corners. Two 
                waystation dots mark the way, but ignore them. Simply flip 
                around the outside, collecting the bonuses, to get to the 
                goal.
Screenshot:     http:/www.geocities.com/karpie_gal/clockwerx/11Curves.png

--------- Stage 12: Homer ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 25,000)
Enemy Hands:    3x Red
Description:    This diamond-shaped level is simple, there's a line straight 
                through. Collect the bonuses, and then the goal on the right.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/12Homer.png

--------- Stage 13: Touchdown ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    2x Red
Description:    You must trigger the green switch yourself, and be careful to 
                pass through the red door when the red hands are nowhere near 
                the switch. Grab the bonuses, and then the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/13Touchdown.png

--------- Stage 14: Tenacity -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15, 3 hourglasses (max bonus: 68,000 points)
Enemy Hands:    1x Green, 1x Blue
Description:    This is where the levels start to get semi-interesting. 
                Trigger the red switch, then enter the red room. Trigger the 
                green switch without hitting the red one again, then enter the 
                green room. Trigger the blue switch, and you've got a path to 
                the goal. Collect all the bonuses on the way, there's a fair 
                few of them here.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/14Tenacity.png

--------- Stage 15: Ramble ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     19 (max bonus: 85,000)
Enemy Hands:    1x Red, 1x Blue
Description:    Here you can start to see how annoying enemy hands can be. 
                These two patrol a large bonus-filled territory each. It would 
                be relatively easy to head straight through them to the bonus, 
                but collecting the bonuses will take a little more work.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/15Ramble.png

--------- Stage 16: Sparse ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    The green hand you can basically ignore, in this one. This 
                level will get you used to travelling along lines shared with  
                enemy hands, as in if you want the bonuses, you'll have to 
                share dots with red and blue hands to get them. It's tricky 
                for newer players, but you have to know how to do this stuff 
                in your sleep, for harder levels.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/16Sparse.png

--------- Stage 17: Pipeline -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    3x Red, 3x Blue, 3x Green
Description:    One of those levels that is only hard if you let it be, and 
                only time-consuming if you stuff it up. There's a fairly clear 
                path to the goal, but the bonuses will require you to travel 
                everywhere if you want them. It's not that hard, but as you 
                see, there can be a fair few enemy hands swinging around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/17Pipeline.png

--------- Stage 18: Offshoots ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13, 4 hourglasses (max bonus: 59,000)
Enemy Hands:    5x Red, 1x Green, 2x Blue
Description:    The path to the goal is a fairly straightforward one, even if 
                you do have to work your way around several narrow pathways 
                with enemy hands to get there. The level is named "offshoots" 
                because all the bonus goals are way out of your way, but 
                they're not that difficult to get to. Now we get into the real 
                essence of the game.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/18Offshoots.png

--------- Stage 19: Link -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12, 5 hourglasses (max bonus: 55,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    Lots of doors in this one, interlocking sets, and they're all 
                controlled by one red enemy hand. There path through is pretty 
                simple, and you only need the green doors open to get there, 
                but there's no fun in that. The three bonuses at the top can 
                be gotten to if you're *VERY* careful, that red hand flips all 
                the way across the top, and that group of nine bonuses is just 
                too good to resist. It's extremely difficult to get, though, 
                because the green hand moves very fast.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/19Link.png

--------- Stage 20: Balance --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 70,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    You've got another doorway situation to deal with here, and 
                there's not a lot you can do until you trigger that red 
                switch. So do so, avoiding the blue hand. There's bonuses left 
                and right, and a waystation on the right, all above the 
                doorways. Below them, there's a lot more bonuses, with spikes 
                all around and lone hands patrolling separate territories. A 
                pretty simple level, with a unique design.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/20Balance.png


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          4.3     CAROUSEL
______________________________________________________________________________


--------- Stage 21: Doubleback -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     4 (max bonus: 10,000)
Enemy Hands:    2x Red
Description:    The lower levels of each section are often easier than the 
                higher levels of the section before it. This is no exception. 
                The only tricky thing in this level is the two lines of ring 
                dots, with some red territory either side, but they're really 
                simple to get past.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/21Doubleback.png

--------- Stage 22: Motion ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    1x Red, 2x Green, 1x Blue
Description:    There is a clear path to the goal with not a single enemy hand 
                in the way. But, if you want the bonuses, put your flipping 
                skills to work. Flip to the left and around the bottom to get 
                one, then grab the dot below the red hand then flip out to 
                your left and around to grab those three. The others near the 
                goal are safe to get to. They make these pretty simple, eh?
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/22Motion.png

--------- Stage 23: Candycane ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    4x Red, 8x Blue
Description:    Okay, so there's a lot of hands around. But they just spin 
                around one dot each. The bonuses alternate between two rows 
                straight across the middle of the field, so you can make it 
                through fairly easily by sticking in between the two rows. One 
                bonus lies on a blue dot, and the other half a dozen hands are 
                just scattered around the place, we can completely ignore 
                those.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/23Candycane.png

--------- Stage 24: Forced Entry ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (but only 12 accessible) (max bonus: 50,000)
Enemy Hands:    3x Red
Description:    This level uses lighters, fuses and bombs. The bad thing about 
                this is, the bombs are gonna blow up two of the bonus dots, so 
                you can't get them. Meh. Trigger the first lighter, and stay 
                quiet until the bomb goes. Getting all the bonuses, triggering 
                the next lighter and avoiding the red hand can be tricky, but 
                remember you can bounce between dots and walls using Z. This 
                can help in avoiding it. Once the second bomb has exploded, 
                head into the third room,  and use the same trick to collect 8 
                bonuses and then the goal.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/24ForcedEntry.png

--------- Stage 25: Tricolour ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    5x Red, 5x Green, 5x Blue
Description:    This level looks innocent enough, at the start. Getting to the 
                goal is fairly simple, if you flip around the outside. Where 
                this level becomes IMHO the hardest level in the game, is 
                getting all the bonuses, and when the rods stop just swinging  
                around one dot and start moving around. Then it becomes        
                downright impossible.
                Actually, it is possible, just very tricky, and relying a lot 
                on luck. I would hear for the bonuses on the left side of the 
                top row, as they're the hardest, therefore you've got the  
                least to redo if you accidentally perish :P Once you've got 
                the bonuses on the left and right, flip down the inside of the 
                left or right column of dots, to get to the last few in the 
                middle and the bonus.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/25Tricolour.png

--------- Stage 26: Cyclone --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 2x Blue, 2x Green
Description:    This is the first level in which we see that lighters, fuses 
                and bombs can be a BAD thing. They're not necessary to use in 
                this level, and if you trigger them and let them go off, you 
                can potentially lose out on five of the bonuses. Flip straight 
                across the line of bonuses, swinging under the second lighter, 
                then use the fact that the red hand rotates faster than the 
                blue to wait until you can flip down the right side on the 
                vertical list of bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/26Cyclone.png

--------- Stage 27: Prosperity -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     30 and 4 hourglasses (max bonus: 144,000)
Enemy Hands:    3x Green, 3x Blue
Description:    This level is called Prosperity for a reason. Look at all 
                those bonuses! Again, you'll have to put in effort not to 
                trigger the lighters, or trigger them only after you've got 
                the bonuses surrounding the bombs. The best bit is, the 
                level's not that hard, because the enemy rods simply each 
                swing around one dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/27Prosperity.png

--------- Stage 28: Enclosure ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     30 (max bonus: 140,000)
Enemy Hands:    1x Red, 2x Green, 1x Blue
Description:    This level got a clever name. To get to the goal dot, you have 
                to make your way through a series of doors. Grab all the 
                bonuses at the top, before triggering the green switch. Head 
                through the green door, DON'T grab the waystation dot, then 
                grab all the bonuses before getting the red switch. Now comes 
                the tricky part.
                You have to trigger the lighter here, there's no two ways 
                about it. Grab as many of the bonuses on the right as you can, 
                open the blue door, and try to get the bonuses around the bomb
                before the fuse gets there. It can be tricky. To avoid the 
                fuse when you're still near the blue hand, bounce between a 
                dot and the wall. All the bonuses CAN be collected here, but   
                it's hard.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/28Enclosure.png

--------- Stage 29: Crossing -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    3x Red, 3x Blue
Description:    The Crossing mentioned is the path with all the bombs and 
                spikes. Each of the bombs must be set off except for the one 
                of the very left, but you may as well blow that one too. So 
                trigger the first three (gour if you want) filters. Get out of 
                the way until those go off, then make your way along to get 
                the last switch. If you're lucky, you'll kill a whole heap of 
                the enemy hands when the bombs go off, which makes getting 
                through a piece of cake. 
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/29Crossing.png

--------- Stage 30: Labyrinth ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    There's several ways you can go with this one (which is why it 
                might be called Labyrinth. Gee, I'm clever.) 
                1) Trigger the red switch, and head out to your right. Trigger 
                the blue switch on the bottom right, and go through to the 
                goal.
                2) In case #1 wasn't fun enough or bonussy enough you. Trigger 
                both the red and green switches, and then head straight down 
                on your left, collecting the four bonuses on your way. You can 
                time this right when both the red and blue hands are on the 
                right, so they'll miss you completely. Then just get the next  
                red switch, avoiding the moving spike, then the blue one to 
                collect a lot of bonuses and get the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/30Labyrinth.png


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          4.4     SPINNER
______________________________________________________________________________


--------- Stage 31: Hallway --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    2x Red
Description:    See why this one's named Hallway? Because the red hand flips 
                up and down the hallway. Imaginative, eh? If you follow it 
                along the row, you can flip and collect all the bonuses, then 
                flip all the way back on the bottom before it says boo to you. 
                Then simply collect the two other bonuses, and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/31Hallway.png

--------- Stage 32: Sentry ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 70,000)
Enemy Hands:    3x Red
Description:    Sentry is named so because the three red hands are guarding 
                most of the bonuses. There's a clear path through to the goal, 
                with six bonuses in it, but that's never fun. The red hand on 
                the left proves to be the most trouble, but he moves so slowly 
                it's possible to sneak onto his dot when he's up high on your 
                side of the dot. Then you can swing and switch dots before he  
                gets a chance to catch up. The other two hands are easy to 
                bypass, so do so and collect the bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/32Sentry.png

--------- Stage 33: Sinkers --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    2x Red, 1x Blue
Description:    This level introduces up/down dots, otherwise known as 
                sinkers. See the two dots with the green X next to them? When 
                a clock hand passes over the sunken green switch, they'll drop 
                down if they're up, and pop up if they're down. And if you're 
                on them when they drop, bye bye. It's best to swing past on 
                them when the red hand near the switch is on the right, so 
                you've got ample time.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/33Sinkers.png

--------- Stage 34: Pigeonholes ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (max bonus: 60,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    Just looking at this level, it looks fearsome because the 
                whole grid is the territory of enemy hands. In actual fact, 
                it's not that hard, because the hands just tour lazily in 
                their rectangular patterns. And they all flip, with the 
                exception of the lone red hand at the top, so you can easily 
                flip along on the other side of the dot, should you meet one 
                on your travels. Note that the spikes can make things tricky, 
                becuase they mark dead ends, you can't get past them. You'll 
                be backtracking over territory quite a bit.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/34Pigeonholes.png

--------- Stage 35: Hiccup ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13 (max bonus: 55,000)
Enemy Hands:    2x Red, 2x Green, 2x Blue
Description:    The trick to this level is knowing the pattern on the red hand 
                that rotates and controls the sinker dots. It rotates 
                clockwise 180 degrees, then anti-clockwise 90 degrees, then 
                clockwise 180 degrees again, then anti-clockwise 90 degrees, 
                you get the idea. Once you've got the hang of that, this level 
                is simple, even with the enemy rods, spikes, and lone oil 
                blob.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/35Hiccup.png

--------- Stage 36: Stutter --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    3x Red, 1x Green
Description:    Like the last level, this one deals with successfully 
                navigating around sinker dots. They're all controlled by the 
                lone red hand, that rotates slowly. First things first, you 
                have to trigger the lighter, and you can go either way to do 
                it. To get one of the bonuses, you'll have to pass an oil 
                blob, so may I suggest you do that last? There's spikes 
                orbiting both the red hand and the goal dot, so you'll have to 
                be careful to bypass those.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/36Stutter.png

--------- Stage 37: Quincunx -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    4x Red, 2x Green, 2x Blue
Description:    This level is actually pretty simple. There's bonuses in all 
                four corners of the screen, the ones in the lower-right corner 
                surrounded by a mass of spikes. Be very careful when 
                attemtping to get those, and I'd recommend flipping around the 
                outside to get there. The hands are pretty bleh, just rotating 
                slowly, but the two on the goal dot can be a hassle. Take them 
                out by detonating the two sets of dynamite.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/37Quincunx.png

--------- Stage 38: Tempest --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Green, 5x Blue
Description:    This level sure is interesting-looking. The path is littered 
                with bonus dots, as well as shield dots, and the odd spike or 
                two. Have we seen shield dots yet? When you grab onto them, 
                you become invincible while you're holding it. Ignore the 
                green rod swinging around the start, and flip upon the left. 
                You can get the two bonuses in the middle, just make sure tohe 
                rod is out of the picture. From there, it doesn't LOOK like a 
                straightforward path to the goal, but if you follow the shield 
                dots (marked with tiny green circles surrounding them), you 
                can get there and collect most bonuses on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/38Tempest.png

--------- Stage 39: Dodger ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 + 3 hourglasses (max bonus: 53,000)
Enemy Hands:    4x Red, 3x Green, 2x Blue
Description:    They call this Dodger for a reason. There's a hell of a lot of 
                sinker dots around the place, as well as a lot of rods 
                swinging randomly. The red and green dots are controlled by 
                the red rod in the top left corner, and the blue by the blue 
                rod closest to (but not on) the goal. It's a veritable 
                minefield, with spikes around the place, but not that tricky.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/39Dodger.png

--------- Stage 40: Hollow ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    Wow. Just... wow. The whole playing area is three huge rings 
                of coloured dots, red green and blue, and one hand lazily 
                moves around each ring. The red one swings, the blue one 
                flips, and I dont think the green one knows what it's doing. 
                There's bonuses scattered around, and a LOT of spikes. And if 
                that wasn't enough, there's sinker dots all around the place 
                too. It's not that hard, but it sure does look cool. Because 
                there's very few hands, navigation around is fairly standard, 
                so just go roundabout to avoid all the spikes and collect all 
                the bonuses.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/40Hollow.png


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          4.5     WHEEL
______________________________________________________________________________


--------- Stage 41: Squiggle -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    1x Red
Description:    Can you say 'hyperdots'? They appear here for the first time. 
                Quite simply, when you grab one, you'll be transported to the 
                other that has the exact same markings. If you grab the 
                hyperdot from above, you'll start at the matching one pointing 
                upwards. (That's important in future levels.) The trip through 
                this one is pretty dull, just follow the duts until you wind 
                up near the bonuses in the bottom corner. Grab them, and keep 
                going until you get to the goal. The bottom bonus with the 
                spikes can be tricky, grab onto it when one spike has just 
                passed above the dot, grab the dot, and get off before the 
                next one comes around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/51Squiggle.png

--------- Stage 42: Berserkeley ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     37 (max bonus: 175,000)
Enemy Hands:    4x Red, 1x Green, 1x Blue
Description:    See the bonuses! This is the mot amazing level. It also 
                introduces extended dots, that span the gap between two (or 
                more) columns or rows of dots. They're just big dots, they 
                work the exact same way as normal ones.
                You have to head down from your starting dot, and work your 
                way around to the end. You are the only thing that triggers 
                the sinker dots, too. The level itself is pretty standard, 
                nothing really threatening, so collect alllll the bonuses, 
                including the two guarded by two red rods in the top-right 
                corner. The final ones with the blue rod, especially the one 
                on the right behind the wall, may be a tad tricky. Ignore that 
                one dot if you like, and go through past the blue rod to the 
                end.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/42Berserkeley.png

--------- Stage 43: Betwixt --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    4x Red, 3x Green, 3x Blue
Description:    You know what's annoying about this level? The fact that all 
                the rods travel at greatly varying speeds. If you want all the 
                bonuses on this one, be prepared to try to get the central 
                blue one a few times. The trick to it is coming in from one 
                side, preferably the right as there's no rod on the long dot, 
                follow the blue rod through a whole navigation if you can, 
                then go out the way you came, From there, it's pretty standard 
                getting the rest, just a tad tedious.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/43Betwixt.png

--------- Stage 44: Weave ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    2x Red, 2x Green, 3x Blue
Description:    The only thing tricky about this is if you want all the 
                hourglasses. If you want them you'll have to weave through the 
                long dots... geddit? If you don't want them, you can just flip 
                around the outside to collect each bonus individually.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/44Weave.png

--------- Stage 45: Slide ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 + 1 hourglass (max bonus: 16,000)
Enemy Hands:    3x Red, 4x Green, 1x Blue
Description:    Slide, eh? Lots of extended dots around, methinks. And me is 
                right, for a change. There's an hourglass in the middle, and a 
                few bonuses, but apart from that the only interesting thing is 
                the three-coloured long dot near the goal. You'll have to pass 
                it to get there. As the red rod bounces along the top of the 
                dot, ignore it, and try to pick a time when the green and blue 
                rods are far out of the way before you sneak past.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/45Slide.png

--------- Stage 46: Prop Wash ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 38,000)
Enemy Hands:    1x Red, 3x Green, 3x Blue
Description:    This level will drive you insane, should you attempt to get 
                all the bonuses. It'll drive you insane anyways, but even more 
                so if you're greedy. The top four bonus dots are not hard to 
                get to, and I'd advise picking up the four top hourglasses by 
                just nicking into the centre of the square then reversing out 
                as soon as you've got each one. Getting down to the bottom 
                half is tricky, may I recommend you go down on the right side 
                of the left +, when the green rod is far on the left? Once 
                you've got down, get the other four bonuses and hourglasses. 
                The hourglasses on the right will be the ones that kill you, 
                with those two blue rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/46PropWash.png

--------- Stage 47: Focus ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     18 (max bonus: 85,000)
Enemy Hands:    1x Red, 2x Green, 2x Blue
Description:    Those shiny long dots are so pretty... focus! Ahem, yes. You 
                start on a bonus dot here, which is pretty cool. Sneaking past 
                the blue and green rods isn't that tricky, so head down and 
                get that patch of bonuses, and be sure to get the long red dot 
                before you set off the bomb! Otherwise you miss out on 5,000 
                just like that! Getting the bonuses on the bottom-right can be 
                tricky with the rods, but nothing to worry about. Overall, 
                fairly easy.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/47Focus.png

--------- Stage 48: Thriller -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     2 (max bonus: 3,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    In this level, you need to set off the bombs otherwise you 
                can't get through. So you'll need to head into the nest of 
                rods to get to the lighters. Just flip right around the 
                outside to the get the right one, then sneak in from the top 
                (with the red long dots) to get the second one. Once the walls 
                are gone, flip right back around to the left and through to 
                the end.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/48Thriller.png

--------- Stage 49: Playground -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    3x Red, 2x Green, 2x Blue
Description:    What? No bonuses? Psh, no fun. Lots of hyperdots though, and 
                some of these are accessible by enemy rods (oh fun, not.) 
                Watch the level for a while to track the movements of the rods 
                as they move around, because you can't see colours on the 
                hyperdots to know where they can move. Either way you go, 
                you'll have to access at least one hyperdot, and rods move on 
                each of the possible two. Once you get past them though, it's 
                smooth sailing (well, swinging) up the column on the right. I 
                still want some bonuses, though.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/49Playground.png

--------- Stage 50: Funhouse -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     20 (max bonus: 90,000)
Enemy Hands:    3x Red, 2x Green, 2x Blue
Description:    My favorite level in the game, bar none. I have no idea why, 
                but it's seriously really cool. I think the attraction is all 
                those pretty shiny long dots, not too sure.
                The path through the level, to get all the bonuses, is pretty 
                linear, and it's sort of a demented S. Head down, get the 
                bonuses up there, up to the long blue dot, around, and down 
                the other side. The bonuses that will give you problems are: 
                the blue one underneath the long green dot, and the one left 
                of the long red dot, near the oil blob. The second one in 
                particular. It's best to get this one from the right, and the 
                trick is to get it on your way up the S. Before grabbing the 
                long blue dot, bypass the red rod and grab it, then reverse 
                and head up before it gets back around. Tricky, no?
                But fun. They don't call this Funhouse for nothin'!
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/50Funhouse.png


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          4.6     SWIRL
______________________________________________________________________________


--------- Stage 51: Bourbon --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     28 + 2 hourglasses (max bonus: 132,000)
Enemy Hands:    3 Red, 2x Green
Description:    Bourbon is what I think some of these dots have been drinking. 
                This level introduces moving dots, and boy will you learn to
                hate those. You start off on a shield dot, which is good as 
                these dots are moving around like crazy. You'll get the two 
                hourglasses on your way up, and then you can choose which 
                section of the grid to go to. 
                Personally, I would start with the bottom right, and flip all 
                around to avoid the lighters. Then you'll have to climb back 
                on the moving square as it passes you (always a fun thing to 
                attempt) and try another section. I would head to the bottom 
                right, and get the five bonuses, then rejoin the square from 
                below (to avoid that pesky green rod.) Last but not least, you 
                can go to the top-left, and if you hit the lighter, just wait  
                there till the bomb goes off. Nothing sucks worse than 
                touching the lit fuse because your dots are moving and you 
                can't control them. Once you've got them all, head to the end.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/51Bourbon.png

--------- Stage 52: Spires ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    4x Red, 2x Green, 3x Blue
Description:    This level introduces death dots, and a moving goal. Death 
                dots are fine until you try to connect two of them, ie. 
                transfer from one to another. Then guess what happens? You 
                die. Boom. So in other words, if you want all the bonuses, 
                you'll have to travel up each of the columns (the spires), 
                then back down and around. It can be a tad tricky, but not too 
                much so. Once you've got them all, pick one of the two central 
                non-rodded dots at the top, and wait for the goal to swing 
                your way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/52Spires.png

--------- Stage 53: Exile ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     25 (max bonus: 115,000)
Enemy Hands:    2x Red, 2x Blue
Description:    Now we have five moving dots just to mess with our brains. And 
                one holds a red rod that triggers the blue switch rather 
                infrequently. If you just want the goal, you don't have to 
                worry about the switch, but if you want the points, you'll 
                have to travel across the top, which can take timing because 
                of the moving dots and the sinker dots. Of course, once you're 
                across, follow the dots all the way around to the end, 
                collecting quite a few points on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/53Exile.png

--------- Stage 54: Square Dance ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    3x Red, 1x Blue, 1x Green
Description:    See why this level's called Square Dance? Cos the four little 
                squares (arranged in a square shape themselves) all turn 90 
                degrees every so often. That can get really annoying. What's 
                most annoying is the rods roating around each of these 
                squares. It's really easy to get hit by these rods as they 
                rotate wildly around rotating dots.
                The only dot safe on each square is the one diagonally 
                opposite the rod's dot. This level (and others like it) will 
                require a lot of luck if you want all bonuses, but it's worth 
                a shot. It takes patience, as you wait for the dots and rods 
                to be in the right position before you move. If you just want 
                to get to the end, flip fairly easily across the bottom to get 
                across.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/54SquareDance.png

--------- Stage 55: Hokey Pokey ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Red, 1x Blue
Description:    OMG those sets of four dots are doing the hokey pokey! >_< 
                Each moving in and out of the circle in turn, funny eh? And 
                they've safeguarded it, so you can't just travel straight 
                across the top or the bottom of the circles (see the death 
                dots!) If you want the easy path through the level, you'll 
                have to go __|¯|__|¯|__... you get the picture. That will get 
                you all of the bonuses except the top one of each circle, and 
                with a little extra work you can get that too. Once you're 
                free of the circles, just go to the end, ignoring the blue rod 
                completely.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/55HokeyPokey.png

--------- Stage 56: Headache -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    2x Red, 2x Green, 1x Blue
Description:    Looks pretty innocuous if you take out the bottom left corner, 
                eh. But that's where all the fun is! You'll have to work hard 
                for each of those nine bonuses, should you attempt to get 
                them. Once you've got them, you'll have to grab the green 
                moving bonus to get to the goal. Not really a headache, this 
                one.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/56Headache.png

--------- Stage 57: Mortality ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    5x Red, 2x Green, 4x Blue
Description:    This one would be named Mortality because more than half of 
                the dots are death dots. (Grr..) The level isn't that hard if 
                you keep an eye on the types of dots, because all the rods 
                just rotate boringly. All the bonuses are pretty accessible, 
                so get em all and away you go. Is it just me or are the levels 
                getting easier?
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/57Mortality.png

--------- Stage 58: Death ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    5x Red, 1x Green, 2x Blue
Description:    I take that back, the levels are NOT GETTING EASIER! This 
                level is a major pain in the ass. There's three rings of dots 
                that rotate one place anti-clockwise, with bonuses and rods 
                all around, with death dots just to top things off. I'm gonna 
                write a specific route for this one, that I think is the 
                easiest to follow. 
                From the start, head straight left to the first ring. Grab  
                onto it, then go around the ring in the direction of motion. 
                When you get to the bonus dot up the top, grab it, and get 
                back on the ring and keep going. When you've gotten all the 
                bonuses, you should be right next to the blue rod on the next 
                ring, so grab it and repeat the process until you get to the 
                double death dot.
                Now wait until you get to the third ring, and collect and go 
                around again. The third looks the trickiest, but is the 
                easiest. Once you've got all the bonuses and are at the top, 
                get off. Get to the end, and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/58Death.png

--------- Stage 59: Nasty ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     22 + 4 hourglasses (max bonus: 104,000)
Enemy Hands:    4x Red, 1x Green, 2x Blue
Description:    While this level looks tricky, there's not a lot really 
                'nasty' about it. The blue bonuses in the bottom right corner 
                are simple to get to, but the three in between the red and 
                green long dots can be a problem.  Howver, if you wait, you 
                can time it so a red and green rod are swinging perfectly in 
                time, and then sneak past them as one, it makes things 
                simpler. Head up through there, down the next row, then flip 
                up on the outside on the very right, to the end. If you set 
                off the lighter, you risk losing 15,000 bonus points unless 
                you can get to the dots quick enough.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/59Nasty.png

--------- Stage 60: Hitchhiker -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 + 4 hourglasses (max bonus: 44,000)
Enemy Hands:    2x Red, 2x Green
Description:    This one gets its name from the lone moving dot you'll have to 
                hitch a ride on to get through. The left side is pretty 
                simple, and then grab the hitchhiker dot and go down. Setting 
                off the first lighter is good (the top one), but the other two 
                are bad. The first one will blow up one of the spikes, giving 
                easier access to the bottom half of the level, so blow it up, 
                then take the hitchhiker dot down to the other bonuses. Head 
                through there, avoiding the green rod, and up through the path 
                the dynamite created. One last bonus and you're done.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/60Hitchhiker.png


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          4.7     TYPHOON
______________________________________________________________________________


--------- Stage 61: Diagonals ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    3x Red
Description:    As the name would suggest, this level has a few diagonal rows 
                of dots patrolled by red hands. There's a smattering of sinker 
                dots and bonuses around, as well as the first gun of the game. 
                The trigger is controlled by the red rod nearest the goal, so 
                keep an eye on that. Apart from that, there's nothing special 
                here.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/61Diagonals.png

--------- Stage 62: Seesaw ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    1x Red, 2x Green, 2x Blue
Description:    Surpringly easy for such a high level. There's a few rods 
                rotating and bouncing around, but nothing to really worry 
                about. While all the sinker dots may look scary, you're the 
                only thing that can pass the switches, and you can only do 
                that once you're past them. Take the three blue bonuses, then 
                go straight to the goal, ignoring the oil blobs on the way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/62Seesaw.png

--------- Stage 63: Treachery ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    2x Red, 1x Green, 1x Blue
Description:    Another oddly simple level. The first green patch of bonuses 
                are easy to collect if you wait till the green rod is way up 
                top. The red rod down below controls some green sinker dots, 
                but really the only coloured sinker dots you need to worry 
                about are blue. There's two blue switches, one controlled by 
                the blue rod, one controlled by you. The actual dot in 
                question is right near your blue switch, so head straight 
                across and then down to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/63Treachery.png

--------- Stage 64: Tubes ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    2x Red, 1x Green, 2x Blue
Description:    This level has an interesting design. Each of the three rows 
                of normal dots moves left and right crazily, with seemingly no 
                set pattern. While it can be frustrating to get across, the 
                level isn't acually that difficult. It just takes patience. 
                Head down the first row, across to the next, up the second 
                row, across, down the third, and across to the last little 
                long dot. From there, you can get the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/64Tubes.png

--------- Stage 65: Slipstream -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    1x Red
Description:    Okay, the levels are getting easier again. Bypass the red rod 
                to get the bonuses on the bottom, then grab the left moving 
                dot from above of below (to avoid the rod). Wait till it meets 
                up with the next dot in the centre, transfer across, making 
                sure to get the red switch on your way across. Then go down to 
                get the bonuses, and up to get the goal. Yawn.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/65Slipstream.png

--------- Stage 66: Gunrunner ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 1x Green, 2x Blue
Description:    The rods are not the menaces in this level, with the exception 
                of maybe the red one in the bottom corner, and the blue one in 
                the tunnel. It's called Gunrunner, and you'll have to time 
                your movements carefully in between bullets. The level itself 
                is not that tricky, but the bonuses will get you. To get the 
                red ones, note that the red rod flips on the inside of its 
                domain. You'll have to flip around the outside, going up and 
                around the spike when there's no bullets and the red rod is 
                far way. Tricky. Also remember you can bounce off dots using 
                Z, so you can bounce between a dot and a wall to avoid 
                certain blue rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/66Gunrunner.png

--------- Stage 67: Chatter --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    4x Red, 1x Blue
Description:    Can we say hyperdots? This level is full of them. But you dont 
                need to worry about most of them, just the ones on the very 
                left and the ones above the blue bonuses. Note that the rods 
                can use the ones you'll be using too, red on the left, blue on 
                the right, and you'll be running into them a few times while 
                you get the hang of the dots.
                Grab the first one, and you'll move one right, head down, and 
                you'll move back to the left. Grab the bonuses, then head 
                across to the right on the normal dots. Grab the hyperdot one 
                right of the red rod's territory, and move right to get those 
                two, being very careful of the blue rod, before heading back 
                the way you came and down to the bonus. This level will have 
                you gritting your teeth.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/67Chatter.png

--------- Stage 68: Jumble ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     20, but only 19 accessible (max bonus: 85,000)
Enemy Hands:    1x Red, 1x Blue
Description:    This level is very confusing with it's vast array of spikes, 
                moving dots, doors, and switches. There's several ways you can 
                go, or you can just do a whole lap of the level. Here's how I 
                would go about it: grab the bonus dot near you, then hitch a 
                ride on the moving dot through the green door at the top, 
                being careful to avoid both the closing door and the bullets. 
                Transfer down to the long dot when you're through, then work 
                around the top-left corner getting the bonuses. Take care to 
                avoid the oil glob. Getting past the red rod can be tricky, 
                though. Start off hovering on the right side of the dot below 
                it, then as soon as it passes you, flip up on the outside. The 
                dot on the left of the row at the top you can't get to, so 
                don't worry about it.
                Flip down past the oil glob on the right, and grab the 
                waystation dot. (Much as I hate them, you don't have the 
                choice.) Flip over the two spikes near the red switch, trigger 
                the switch then flip back and head through the red room. Then 
                head back and grab each of the bonus dots in the final square 
                around the goal dot individually, before getting the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/68Jumble.png

--------- Stage 69: Mishmash -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    4x Red
Description:    There is nothing even remotely interesting in this level, just 
                go straight to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/69MishMash.png

--------- Stage 70: Descent --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 53,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    This level will test your patience, well, the first row of 
                moving dots will anyways. The thing you need to worry about 
                is, if you're on a dot, pointing downwards, and you collide 
                with a wall because your dot moves next to it... boom, bye 
                bye. Make your way across, collecting all the hourglasses and 
                opening the red door, before grabbing the waystation dot and 
                going down past it. After that, head straight through to the 
                bonuses, then be very sneaky in grabbing the shield dot left 
                of the goal. If you wait, you will get the chance when there's 
                no other rods near. Then grab the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/70Descent.png


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          4.8     CYCLONE
______________________________________________________________________________


--------- Stage 71: Saga -----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 + 3 hourglasses (max bonus: 39,000)
Enemy Hands:    3x Red, 1x Blue
Description:    You will quickly learn to hate wallbusters here. You need to 
                keep pushing them around until you either clear some of the 
                wall near the bomb, or the wall near the red switch and 
                lighter. If you want the bonuses, you'll have to go the second 
                option so you can open the red door. Once you've got the 
                lighter, or simply used the wall busters to get ride of the 
                walls near the bomb, head through and to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/71Saga.png

--------- Stage 72: Firing Line ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 + 4 hourglasses (max bonus: 29,000)
Enemy Hands:    1x Red, 1x Blue
Description:    For the time being, you can ignore the guns, as you're the 
                only thing that can set them off. You don't need the 
                wallbusters, but if you use them to blow up the wall near the 
                dynamite, you don't have to go through the gun triggers to get 
                to the lighter, see? You don't actually have to worry about 
                the guns at all, because you can completely avoid them. Once 
                you're through the dynamite, grab the bonuses, then carefully 
                make your way through the blue territory. Grab the bonuses, 
                then the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/72FiringLine.png

--------- Stage 73: Quest ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 2x Green
Description:    First off, grab the bonuses near the red rod without setting 
                off the lighter. It's not that hard. Then grab the bonuses 
                below the ring dots. You'll need to use the wallbusters to 
                blow up at least one of the two sections of the wall, both is 
                not a hard task here. Once you've got them it's a pretty 
                straight path to the goal, with just a few minorly annoying 
                rods to worry about.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/73Quest.png

--------- Stage 74: Release --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green
Description:    Another one with wallbusters. To get all the bonuses, you'll 
                need to demolish all four parts of the wall to get through. 
                It's actually pretty simple, apart from the fact you have two 
                rods moving different speeds on the one dot in the centre. 
                Move along each row, grabbbing the bonuses, then flip past the 
                oil glob on the right to get to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/74Release.png

--------- Stage 75: Wavicle --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    This is a fun little level, this one. All the dots like to 
                move around in wave formation, alternating moving up and down. 
                But it's not that difficult, you just have to wait for the 
                right part of the wave to go the way you want. So head up top, 
                and along the row to collect all the bonuses. Move down on the 
                right, and you'll have to go left along the top of the green 
                long dot, and around to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/75Wavicle.png

--------- Stage 76: Transport ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     12 (max bonus: 50,000)
Enemy Hands:    4x Red, 4x Green
Description:    There's a pattern to this level, with the moving dots, and 
                consequently only one way you can go. You'll have to grab the 
                dot when it stops two dots right of the red rod, to get to the 
                lower-right corner of the screen. From there, you can either 
                head left to the bonuses by the moving white dot above the 
                green patch, or up to the goal with the moving green dot one 
                left of the waystation.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/76Transport.png

--------- Stage 77: Contraction ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    2x Red, 1x Blue
Description:    This level is a serious pain in the ass. You can ignore the 
                blue rod and the whole left section of the level, because you 
                don't need to get to the lighter. Using the wallbusters, you 
                can easily demolish every piece of the wall blocking you from 
                your goal, so do it. Now you have to be patient making your 
                way around the contracting rows of dots, to collect the goals. 
                Irritating, but pretty easy.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/77Contraction.png

--------- Stage 78: Frustration ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     24 (max bonus: 110,000)
Enemy Hands:    1x Red
Description:    The only frustrating thing about this levels is using the 
                wallbusters to get to all the bonuses. Walls block a lot of 
                them off, so you'll be there a while demolishing walls. The 
                bonuses near the red switch aren't hard, if you know to bounce 
                between the dots and the walls, out of the way. Pretty easy, 
                and not at all frustrating.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/78Frustration.png

--------- Stage 79: Hypertension ---------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    1x Green, 1x Blue
Description:    The hyperdots in this level will make you want to commit 
                seppuku with a butter knife. If you grab hyperdots at the 
                wrong angles here, you'll come out on the other side collided 
                with a wall, and you'll die. It's a serious pain in the ass. 
                The first dot, you have to grab from either above or the left, 
                because that's the only safe sides on the opposing dot. The 
                left works best for the next part. Once in the new room, grab 
                as many bonuses as you can before being blown up by the bomb, 
                and grab the next hyperdot.
                In the next room, wallbusters meet player, player meet 
                wallbusters. You need to make a path up to the next room, and 
                to get to the bonuses, you'll need to get rid of as much of 
                the wall surrounding the blue dots as you can, trust me. Your 
                goal is to get rid of it so you can flip around the outside 
                collecting the bonuses. Very importantly, grab the hyperdot in 
                the blue room from the RIGHT, not below. Then get the bonus 
                and the goal.
Screenshot:     http://geocities.com/karpie_gal/clockwerx/79Hypertension.png

--------- Stage 80: Flywheels ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 + 8 hourglasses (max bonus: 38,000)
Enemy Hands:    1x Red
Description:    There seems to be no pattern to the way the dots move around 
                here. Just travel aorund the first ring, collecting the 
                bonuses and the hourglasses, until you manage to hook up to 
                the red square. You'll have to repeat the process on the next 
                wheel, and you'll be there a while collecting everything 
                before switching to the long dot at the bottom. From there, 
                hover around on the bottom side until the goal moves your way.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/80Flywheels.png


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          4.9     VORTEX
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--------- Stage 81: Flail ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     16 (max bonus: 60,000)
Enemy Hands:    2x Green, 2x Blue
Description:    As the first few levels in each new stage are, this is easy. 
                There are a few spikes, and a few rods, and some slowdown dots 
                to worry about, but really nothing important. Slowdown dots 
                can be a blessing and a curse, if you're trying to time things 
                just right and then you grab one, screwing up your planning. 
                The faster moving rods will be a pain in the ass, and the 
                level will take a few attempts and all.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/81Flail.png

--------- Stage 82: Clutch ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 35,000)
Enemy Hands:    6x Red, 2x Green
Description:    Was this level named after Pudge? Who knows. Anyways, check it 
                out. There's slowdown dots every second dot here. Apart from 
                that it's really simple, you can use them to your advantage 
                when getting the last few bonuses near the green rods.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/82Clutch.png

--------- Stage 83: Swingout -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red
Description:    This is like a previous level, with square-dancing dots, with 
                a new and sick twist - rods on those squares rotating wildly. 
                You'll die a lot, as you work out the pattern of the rods on 
                the squares and where its safe to move and when. The first 
                square is the tricky one, then switch to the next one, grab 
                the bonuses and move across to where it's safe. Once you're 
                there, wait up top to connect to either the left dot or the 
                red one, switch to the red one and wait until you get to the 
                goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/83Swingout.png

--------- Stage 84: Slow Motion ----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     15 (max bonus: 65,000)
Enemy Hands:    4x Red, 2x Blue
Description:    Do you really want to slow down already snail-like rods? You 
                don't really get a choice if you want the spoils. The level is 
                pretty simple, you can pretty much do dances around these 
                slowpoke things while collecting bonuses and avoiding spikes.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/84SlowMotion.png

--------- Stage 85: Orbit ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     5 (max bonus: 15,000)
Enemy Hands:    6x Red, 1x Green, 4x Blue
Description:    This is pretty standard, apart from the ring of dots orbiting 
                your main playing field. Of course, one of those circling is 
                your goal dot, another is a bonus. Head right, collect the two 
                on the green dots, and then the two on the left. I would wait 
                there on the left bottom bonus, or the second dot on the top 
                left, for the final bonus or just the goal to rumble around.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/85Orbit.png

--------- Stage 86: Passage --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     21 (max bonus: 95,000)
Enemy Hands:    2x Red, 1x Green, 3x Blue
Description:    If you just want at the goal, grab a ride on a dot and take it 
                straight there. At the first dot, make sure your rod is 
                pointing anywhere other than down or you're in trouble. If you 
                want bonuses, you'll have to make stops along the way at each 
                individual section, and make a complete lap and a half of the 
                level. At the second door, make sure your rod's pointing any 
                other way than up.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/86Passage.png

--------- Stage 87: Gearshift ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     7 (max bonus: 25,000)
Enemy Hands:    3x Red, 1x Green, 1x Blue
Description:    If you want to gamble with the red rod on the right of your 
                starting point, go for it. Personally, I'd take my chances 
                with the blue one not the red one if you want the bonuses.  
                From there, it's pretty simple, except from the fact that 
                every rod moves turbo and only goes normal speed when you're 
                on the slowdown. 
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/87Gearshift.png

--------- Stage 88: Surrounded -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 + 9 hourglasses (max bonus: 44,000)
Enemy Hands:    4x Red, 1x Green, 1x Blue
Description:    This level sure is an involved-looking one. To even have a 
                shot at the goal, you'll have to set off the bomb, so trigger 
                the filter in the bottom corner, making sure to avoid the 
                spike circling the dots there. Once you've done that, you can 
                head for the mess in the bottom right corner, destroying 
                almost every enemy hand with the ring dots before attempting 
                to get the bonuses. Now, you can get through to the goal 
                through the hole created by the bomdb, so head there.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/88Surrounded.png

--------- Stage 89: Blowout --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     10 (max bonus: 40,000)
Enemy Hands:    2x Red, 3x Green
Description:    At first glance, it looks like there's no way to do this 
                level. The green rod is moving the wrong way around the long 
                dot to get past. Collect all the bonuses in the bottom 
                red/green section, setting off as few of the lighters as 
                possible until you've got them all. Then set them off, and 
                watch the BANG. Now, you can either try and sneak across to 
                the other side on the bottom of the green long dot, once the 
                bombs have gone off, or you can go across the top, going 
                around the spikes. Either way works. Once you're on the other 
                side, grab the other bonus and go down to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/89Blowout.png

--------- Stage 90: Fadeout --------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    4x Red, 4x Green
Description:    This level is as easy or as hard as you make it. You control 
                it, with the ring dots. If you've gotten into a position where 
                you're waiting for a ring dot to reappear before you can 
                continue, you'd better hope that it's a safe spot. It's a 
                fairly straight path to the goal with all the goals, first to 
                the bottom left corner, up past the green long dot in the 
                center, and down to the goal. 
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/90Fadeout.png


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          4.10    MAELSTROM
______________________________________________________________________________


We're on the home stretch now. Last 10 levels. And 10 of the hardest, too. How 
many skips do you still have?

--------- Stage 91: Immunity -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     8 (max bonus: 30,000)
Enemy Hands:    4x Red, 3x Green
Description:    This one's named immunity becuase of the shield dots littering 
                the level. You don't need the wallbusters or the 
                lighter/fuse/bomb, in fact, go actively out of your way to 
                avoid all. Head straight across to the right to the first 
                shield dot, then from there move from shield dot to shield 
                dot. Go out, get one bonus, head back. It's not that 
                difficult, then grab the last bonus and the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/91Immunity.png

--------- Stage 92: Dizziness ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     14 (max bonus: 65,000)
Enemy Hands:    2x Red, 2x Green, 1x Blue
Description:    Eh, simple, although it really might make you dizzy. Grab one 
                of the two hyperdots (either one, at any angle) to enter the 
                room. Collect the bonuses, open the green door, then head back 
                out. (Do not grab the three-dot hyper dot from the right, 
                please.) Now for the second dizzy part. Be very careful how 
                you grab the bonuses on the circle, because if your rod is 
                pushed into the wall of the open door, you will get 'crushed' 
                and die. From there, head across, kill all three of the rods 
                near the goal, collect the bonuses, and head out.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/92Dizziness.png

--------- Stage 93: Twin Peaks -----------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    5x Red, 2x Green, 4x Green
Description:    This was the first of three levels I have not been able to 
                grab all the bonuses to complete. Grab the red long dot and  
                follow the rods around to get to the right, to grab the few 
                bonuses over there. From there, you can head over to the left 
                side, going the way you came (on the red long dot).
                If you use the grey long dot it the centre as a base, you can 
                get the two green bonuses, and getting to the long blue dot on 
                the left is easy enough. It's the one on the right I can't get 
                to.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/93TwinPeaks.png

--------- Stage 94: Fracas ---------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     3 (max bonus: 6,000)
Enemy Hands:    3x Red, 2x Green, 3x Blue
Description:    Oh good, after such a hard level, they gave us a nice easy 
                one. Just becuase you can, kill the four rods on ring dots, 
                then open the red door. Head through the door, collect the few 
                bonuses, and out.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/94Fracas.png

--------- Stage 95: Fallback -------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     9 (max bonus: 35,000)
Enemy Hands:    3x Red, 1x Green
Description:    Another really easy one. Head up and grab onto the ring of red 
                dots. You can ignore every hyper dot, every other rod around, 
                because they lead to nothing. Just make youre way around the 
                ring collecting all nine bonuses, then wait until it goes left 
                to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/95Fallback.png

--------- Stage 96: Box ------------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     11 (max bonus: 45,000)
Enemy Hands:    3x Red, 1x Green
Description:    The only hard bonus to get to in this level is the one in the 
                very centre. If you head along to the bottom of the grib, you 
                can take the two bonuses on the bottom on the inside square by 
                motoring along the top of the bottom long dot, and then (with 
                timing) you can sneak past the bullets to get the bottom three 
                bonuses. Up on the right isn't that hard, then take the two 
                bonuses on the top of the centre square by going along the 
                bottom of the top long dot. Sneak the central bonus, then get 
                to the very top by heading around the left side of the top 
                long dot.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/96Box.png

--------- Stage 97: March ----------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     17 (max bonus: 75,000)
Enemy Hands:    5x Red, 2x Green, 1x Blue
Description:    This is the second of three levels that I have not been able 
                to grab all of the bonuses and complete. You can avoid the 
                first lighter completely, by flipping over the top, so do 
                that, and grab the four bonuses in the corner. The second one 
                you have to trigger, but if you make your way down quickly you 
                can get them and move on before the bomb goes off. You don't 
                have to trigger the third one either, you can flip below it, 
                but you probably will light it as you try to get away from the 
                second bomb. Collect the third lot of four bonuses, and move 
                on. The trick to getting the bonuses here in the wheel is to 
                grab each one individually, then get out of there before they 
                switch again and the blue rod strikes. It's tricky, but 
                doable. One you've got each ot the four, flip across the top 
                while the blue rod's at the bottom, and to the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/97March.png

--------- Stage 98: Slaughter ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     6 (max bonus: 20,000)
Enemy Hands:    1x Red
Description:    This level is also nice and easy after a tricky one. (98? 
                Easy? It is!) There's a lot of bullets flying around, all 
                controlled by the red rod, but they're easy to avoid and you 
                won't have to cross their path too many times to get all the 
                bonuses and the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/98Slaughter.png

--------- Stage 99: Crossfire ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     none
Enemy Hands:    5x Red, 2x Green, 1x Blue
Description:    Second last level. Woo. 
                Another really easy one, though, this is kinda a letdown after 
                such a hard game. The red rod can be a pain in the ass to get 
                past, but easy if you bounce between a dot and a wall. From 
                there, it's a straight line to get to the goal, and the name 
                "crossfire" is a joke because the trigger and the gun are of 
                different colours, so it doesn't actually shoot at any time.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/99Crossfire.png

--------- Stage 100: Break In ------------------------------------------------

Time Allotted:  Unlimited
Bonus Dots:     13 + 2 hourglasses (max bonus: 57,000)
Enemy Hands:    1x Red, 1x Green, 1x Blue
Description:    LAST LEVEL! WOO!
                The last of three levels that I can't get all bonuses in. It's 
                a race against the clock, because you have no choice but to 
                light every lighter on your way through the level. The four in 
                the bottom left corner are easy to get, then you have to 
                trigger the blue sinker dots to get across to the left. I 
                always miss three bonuses before they all go bomb, so take the 
                loss and grab the goal.
Screenshot:     http://www.geocities.com/karpie_gal/clockwerx/100BreakIn.png

------------------------------------------------------------------------------
Congratulations! You have completed all 100 levels of Ultimate Spin Doctor. 
The Master Clock of the Universe is working once again and Time has been set 
aright. You are now an honorary Puzzle Master!
------------------------------------------------------------------------------

Pat yourself on the back, because that was tough, but congratulations! ^_^


______________________________________________________________________________
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          5.0     THE CLOSING
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The end of another guide. *sheds a tear*

The following people/places/objects have been instrumental in me creating this 
guide, so here's a big thank-you to y'all:

--- Steve McFadden
    Thank you for listening to me crap on about this awesome game that I've 
    loved for so long, and encouraging me and supporting me in everything I 
    do. I love you.

--- www.the-underdogs.org
    If it wasn't for these guys, I wouldn't have ever discovered this game 
    again! Kudos to you!

--- GameFAQs and CJayC
    For being, like, the bestest site (and webmaster) EVAR.

Enough from me! I have to go beat this game again on Hard mode... yeah... >_>

Feel free to check out some of my other guides:
http://www.gamefaqs.com/features/recognition/22431.html

---  Rebecca Skinner AKA Karpah   ---
---  traybaby@gmail.com           ---

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